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Szarar
  Huge Outsider (Chaotic, Extraplanar, Evil, Fire)
Hit Dice: 50d8+900 (1.300 hp)
Initiative: +6
Speed: 90 ft.
Armor Class: 53 (–2 size, +2 Dex, +32 natural, +6 insight, +5 deflection), touch 21, flat-footed 51
Base Attack/Grapple: +50/+77
Attack: Adamantine gargantuan twohanded axe +77 melee (8d6+43/19–20)
Full Attack: Adamantine gargantuan twohanded axe +77/+72/+67/+62 melee (8d6+43/19–20) and tail +71 melee (3d6+34 +disease) and 2 horns +68 melee (2d8+23 +disease) and bite +68 melee (6d6+23 +disease); or 2 slams +73 melee (4d6+23 +disease) and tail +71 (8d6+34 +diseas) and 2 horns +68 melee (2d8+23 +disease) and bite +68 melee (6d6+23 +disease)
Space/Reach: 15 ft./15 ft. (20 ft. with tail)
Special Attacks: Death throes, spell-like abilities, flaming-chaos weapons, mighty and tireless rage, disease, fear
Special Qualities: Abomination traits, damage reduction 10/cold iron and epic, darkvision 60 ft., flaming body, immunity to acid, fire, and poison, spell resistance 44, fast healing 15, regeneration 15
Saves: Fort +47, Ref +36, Will +45
Abilities: Str 57, Dex 15, Con 46, Int 25, Wis 25, Cha 30
Skills: Bluff +63, Climb +76, Concentration +72, Diplomacy +67, Disguise +14 (+10 acting), Hide +22, Intimidate +65, Knowledge (Religion) +60, Knowledge (Planes) +60, Listen +60, Move Silently +48, Search +60, Sense Motive +60, Spellcraft +60 (+62 scrolls), Spot +60, Survival +23 (+15 following tracks), Use Magic Device +61 (+63 scrolls)
Feats: Cleave, Improved Initiative, Great Cleave, Power Attack, Weapon Focus (Gargantuan Twohanded Axe), Weapon Specialisation (Gargantuan Twohanded Axe), Improved Critical (Gargantuan Twohanded Axe), Quicken Spell-Like Ability (fire storm)
Epic Feats: Wield Overseized Weapon, Unholy Strike, Overwhelming Critical, Devastating Critical (DC 55), Armor Skin, Epic Will, Spellcasting Harrier, Epic Weapon Focus (Gargantuan Twohanded Axe), Epic Reflexes, Epic Will, Improved Spell Resistance
Environment: Forge of Evil
Organization: Solitary or troupe (1 Szarar plus 2-5 Balor)
Challenge Rating: 28
Treasure: Gargantuan twohanded adamantine axe, Belt of Giant Strength and Constitution +6, Ring of evasion and deflection +5
Alignment: Always chaotic evil
Advancement: 51–100 HD (Huge); 101–150 HD (Gargantuan)

A szarar stands about 18 feet tall. Its skin is usually dark, cracked open with red-shining marks. It looks like composed of magma. It weighs about 12,000 pounds.

Combat

Szarars love to join battle armed with their gargantuan axe. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A szarar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction.

  • Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
  • Death Throes (Ex): When killed, a szarar explodes in a blinding flash of light that deals 300 points of damage to anything within 300 feet (Reflex DC 39 half ). The save DC is Constitution-based.
  • Disease (Ex): A szarar’s hatred and rage at the multiverse suffuses his very essence. All of its natural attacks are contagious for Festering Anger (p. 30 BoVD). The Fortitude save to avoid infection is DC 41, and the incubation time is 1d4 weeks opposed to the standard year.
  • Fear (Su): With a sneer and a growl (free action), a szarar can invoke a fear effect in 90 ft, radius (Will DC 38 negates) at will.
  • Flaming Body (Su): The body of a szarar is wreathed in flame. Anyone grappling a szarar takes 8d6 points of fire damage each round, beings close to the szarar (within 20 feet) suffer half of the damage.
  • Flaming-Chaos Weapon (Su): A szarar’s weapons deal additional fire damage, as if they were enchanted like a flaming weapon. They also deal chaotic damage to any lawful aligned being, also as the enchantment. These are abilitys of the szarar, not the weapons.
  • Mighty and tireless rage (Ex): A szarar can fly into a rage five times per day. In a rage, the szarar temporarily gains a +8 bonus to Strength, a +8 bonus to Constitution, and a +4 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the szaras’s hit points by 200 points, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a szarar cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A szarar can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal 3 + its modified constitution score. A szarar cannot prematurely end his rage.
    A szarar can fly into a rage only once per encounter. Entering a rage takes no time itself, but a szarar can do it only during his action, not in response to someone else’s action.
  • Regeneration (Ex): Szarars take normal damage from good weapons or sentient weapons (or otherwise living weapons).
  • Spell-Like Abilities: At will— blasphemy (DC 27), fire storm (DC 28), earthquake (DC 28), fireball (DC 23), fly, greater dispel magic, greater teleport (self plus 250 pounds of objects only), haste, power word stun, unholy aura (DC 28), wall of fire (DC 25); 3/day—meteor storm (DC 29); 1/day—rain of fire (DC 30). Caster level 25th. The save DCs are Charisma-based.
  • Summon Balor (Sp): Five times per day, a szarar can summon a balor.

© André Himstedt